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Unreal II: Expanded Multiplayer (aka XMP) was released by Legend Entertainment in 2003. This free add-on for Unreal II: The Awakening combined hardcore first-person shooter gameplay with elements of vehicular combat, resource management and strategic placement of automated defenses.
A strong community quickly grew around this title, with many even creating custom levels and other content for the game, however the life of this promising title was cut short with the closure of Legend Entertainment by Atari in January 2004.
Now, Free Monkey Interactive is developing Unreal Tournament: Expanded Multiplayer (UT XMP), a total conversion that brings popular XMP gameplay to Epic Games' Unreal Tournament 2004 with the support of former Legend Entertainment employees.
What's New in This Release:
· Bug Fixes
· Mantling if there's a ceiling above player
· Mantling on BSP
· Accessed nones related to DrawCustomBeacon
· Accessed nones related to GetTeam
· Accessed nones related to TeamMessage
· Accessed nones related to AreSupplyPacksOnline
· Accessed nones related to AllowFire
· Don't draw driver's player name if in vehicle turret
· Possible fix for Ninja Enemy Team Members Spawning In The Wrong Base (tm)
· Possible fix for server lag spikes -- fixed UpdateDeployableCost accessed nones
· Possible fix for players moving around after game end
· Possible fix for Cloning Machines
· DefaultFemaleAnnouncerA.RedCritical error
· DefaultFemaleAnnouncerA.BlueCritical error
· XMPArtifact Timer() polling in net games -- artifacts return after 25s
· SetKillerController call on deployed XMPMineBase actors -- get points for destroying them
· Headshot implemented
· Errors related to vehicle_driving
· Vehicle stamina replenishment on ClientKDriverEnter
· 0.15s delay for Rocket Launcher AltFire lock
· ServerUse call by dead players
· Roundhouse Turret proxy removal while dead
· Bugs related to XMPScoreKeeper
· ServerChangeTeam call when rejoining game from spectating
· ServerChangeTeam call when switching team in state WaitingToDeploy
· NotifyDeployPointHacked call while player is alive
· No Vehicle turret fire when out of energy
· No Raptor boost effect when out of energy
· Force wall energy drainig for appropriate team
· Feature shutdown when below energy threshold
· 3rd person pawn animation for assault rifle
· Weapon fire spread calculation
· Endgame accessed none related to controller selection
· Resupply adds online weapons not already in inventory
· Phantom force walls
· Spectating HUD showing at odd times
· Possible fix for Team select menu staying on-screen
· Possible fix for Class select menu staying on-screen
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